Search found 199 matches

by UberWaffe
Mon Jun 12, 2017 10:10 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3122
Views: 395434

Re: Bugs & FAQ

refining-override.lua line 105: angelsmods.functions.OV.disable_technology({ "water-washing", "nodule-processing" }) Note that "water-washing" is a typo. It should be "water-washing-1". This is part of the if not angelsmods.smelting then So this means that the water washing is still available even w...
by UberWaffe
Sun Jun 04, 2017 11:24 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Hi, All. Just uploaded a new version for the mod. It contains the first pass of changes for making it use Bobs mods materials. You can select this option under the ingame mod settings. The default remains vanilla recipes. v0.15.5 Added config options for science pack recipes and intermediates recipe...
by UberWaffe
Mon May 29, 2017 1:31 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

@canadajebus:
Unfortunately "not soon".
Still busy with my playthrough and figuring out what changes would fit.

If anyone has suggestions on how the recipes should change for bobsmods, then that would help a lot in speeding this up.
by UberWaffe
Fri May 12, 2017 4:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

New version v0.15.4 is uploaded to the mod portal. Only some minor fixes. Moved setting to new ingame mod settings Moved labs to science tab and ordered them. Tweaks to some of the configs. Minimum cost is 1 science pack, to prevent game crash. (For lolwhat option) I played around a bit with splitti...
by UberWaffe
Fri May 05, 2017 9:02 pm
Forum: Releases
Topic: Version 0.15.9
Replies: 66
Views: 30829

Re: Version 0.15.9

Oh, no...
The releases.
They are... breeding.

Though in all serious, awesome work guys. ;)
by UberWaffe
Fri May 05, 2017 3:22 pm
Forum: Not a bug
Topic: Mod settings setting_type = "startup" causes mod mismatch
Replies: 4
Views: 1273

Re: Mod settings setting_type = "startup" causes mod mismatch

Ah, that makes sense. Thanks.
I'll see how I can rewrite this then.
by UberWaffe
Fri May 05, 2017 8:19 am
Forum: Not a bug
Topic: Mod settings setting_type = "startup" causes mod mismatch
Replies: 4
Views: 1273

Re: Mod settings setting_type = "startup" causes mod mismatch

Apologies, it was late and I explained that badly and without steps to reproduce. I'll double check the steps to reproduce tonight, but here is what we had experienced: Both players subscribe the the ScienceCostTweaker mod. The default for the mod's setting "sct-difficulty-cost" is "normal" One play...
by UberWaffe
Fri May 05, 2017 8:09 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Haven't tried a full playthrough yet, but from browsing the tech tree I don't see any way to get a thermal store. Possibly a missing recipe unlock on advanced-electronics-2? Thanks for reporting this. It is indeed missing. Will fix tonight and put out an updated version. EDIT: Turns out the bug I r...
by UberWaffe
Thu May 04, 2017 8:40 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Quick note (might just be me that didn't know this): If you are having trouble joining another player with this mod, and you are getting a message that the mods differ even though the version is the same, then see this bug: https://forums.factorio.com/viewtopic.php?f=7&t=46364 Basically, the game is...
by UberWaffe
Thu May 04, 2017 8:39 pm
Forum: Not a bug
Topic: Mod settings setting_type = "startup" causes mod mismatch
Replies: 4
Views: 1273

Mod settings setting_type = "startup" causes mod mismatch

Did a quick search, did not see a similar topic. Basically, if you have ingame mod settings settings.lua of the type setting_type = "startup" then if the users do not have the exact same settings, the game will give you and error that the mods mismatch even though their versions match. (Have not tes...
by UberWaffe
Thu May 04, 2017 8:32 pm
Forum: Modding help
Topic: Settings.lua dropdown example
Replies: 9
Views: 1478

Re: Settings.lua dropdown example

@Nexela: Ah, thanks! That will be perfect.
by UberWaffe
Thu May 04, 2017 3:48 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Just a quick post. New version v0.15.2 is uploaded to the mod portal. Only some minor fixes. Fixed placeholder graphics for thermal storage and heated thermal storage. Fixed some recipe byproduct issues. Moved the cost difficulty setting to an ingame mod setting. (Tested and seems to work fine for n...
by UberWaffe
Thu May 04, 2017 3:39 pm
Forum: Modding help
Topic: Settings.lua dropdown example
Replies: 9
Views: 1478

Re: Settings.lua dropdown example

http://lua-api.factorio.com/latest/LuaSettings.html does not indicate anything, but is it possible to add hover-over / help tooltips? I.e. when the player hovers over the setting, can I display text that explains it better? Also, even better, can I do similar help text per option in the setting dro...
by UberWaffe
Thu May 04, 2017 2:27 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 178371

Re: [0.15.x] Bob's Mods: General Discussion

...So, no more fuel canister? There are no current plans to bring it back. Given that burner mechanics can now return items, it might be worth it to use this to 'consume' liquids from barrels. I.e. in your mod for the specific liquids (since the base game will generate / handle the barrels for them...
by UberWaffe
Thu May 04, 2017 1:50 pm
Forum: Modding help
Topic: Settings.lua dropdown example
Replies: 9
Views: 1478

Re: Settings.lua dropdown example

Awesome, thanks! These help a lot.
by UberWaffe
Wed May 03, 2017 6:35 pm
Forum: Modding help
Topic: Settings.lua dropdown example
Replies: 9
Views: 1478

Settings.lua dropdown example

Apologies if this is covered somewhere but I have not been able to find it. Basically I just want an example of how to do a dropdown style setting. I.e. a setting where the user can only pick from a predefined list. A list of key-value pairs would be best, but a list of strings would also suffice. S...
by UberWaffe
Wed May 03, 2017 11:46 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Desktop foreman is not updated to v15 yet..... no cost analysis :( What I found: ... My 2 cents just looking at the recipes. Thanks, I'll fix the incorrect subgroups and names today. As for the waste byproducts. I'm not happy with them yet. I started doing a proper test-play yesterday (i.e. no comm...
by UberWaffe
Tue May 02, 2017 3:18 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Allirght, so the first v0.15 compatible version is uploaded to the mod portal. It should be available via the ingame browser if you search for ScienceCostTweaker. I still need to integrate the new ingame mod config. and do proper bobsmods compatibility, but the basics are in place. What is new: New ...
by UberWaffe
Mon May 01, 2017 7:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 83838

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

@nagapito: I hope to do the second pass a bit later that will properly include bobsmods resources, but for now I just want to get the basics out at least. Currently I still have to do the high-tech science pack and figure out how the ingame mod config will work with configuring the mod ingame, as op...
by UberWaffe
Fri Apr 28, 2017 11:00 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] Tech price multiplier doesn't work with infinite research
Replies: 6
Views: 2067

Re: Tech price multiplier doesn't work with infinite research

For what it is worth, in the mod I am busy updating I managed to get this working for the formulas by simply wrapping the formula. if (unitCopy.count_formula ~= nil) then unitCopy.count_formula = multiplier.prefix .. unitCopy.count_formula .. multiplier.postfix end Where the prefix is something like...

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